Created
July 12, 2016 23:11
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local platform = require("platform") | |
require("opengl"):import{"*"} | |
require("sprites"):import{ | |
"Image", | |
"init_program", | |
ortho_mat="glOrtho" | |
} | |
function setup() | |
fbsize = platform.screen_size() | |
platform.log("framebuffer size is " .. fbsize.width .. "x" .. fbsize.height) | |
device_width = fbsize.width | |
device_height = fbsize.height | |
base_width = 240 | |
base_height = 160 | |
width_ratio = device_width / base_width | |
height_ratio = device_height / base_height | |
-- don't take the floor for a non-integer scale | |
-- scale = math.floor(math.min(width_ratio, height_ratio)) | |
scale = math.min(width_ratio, height_ratio) | |
-- size of the device in base pixels | |
base_screen_width = device_width / scale | |
base_screen_height = device_height / scale | |
-- offset of (0,0) on the device in base pixels | |
offset_x = (base_screen_width - base_width) / 2 | |
offset_y = (base_screen_height - base_height) / 2 | |
-- projection to apply to transform base pixels to | |
-- screen space. | |
device_projection = glOrtho( | |
-offset_x, base_screen_width-offset_x, | |
base_screen_height-offset_y, -offset_y, | |
1, -1 | |
) | |
-- record the default framebuffer (not always 0, ie iOS) | |
device_framebuffer = glGetIntegerv(GL_FRAMEBUFFER_BINDING) | |
-- offscreen framebuffer scale | |
-- pick the next largest integer scale that is /larger/ than | |
-- the device scale (well, at least as large) | |
over_scale = math.ceil(scale) | |
-- base dimensions scaled up by the overscaling factor | |
fb_base_width = base_width * over_scale | |
fb_base_height = base_height * over_scale | |
-- calculate the width and height of the framebuffer texture. | |
-- these might be larger than the requested sizes | |
-- due to power-of-two texture size restrictions. | |
fb_tex_width, fb_tex_height = next_legal_texture_size(fb_base_width, fb_base_height) | |
-- set up the texture | |
fb_texture = glGenTextures(1) | |
glBindTexture(GL_TEXTURE_2D, fb_texture) | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_width, fb_tex_height, 0, GL_RGB, GL_UNSIGNED_BYTE, nil) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) -- <-- this will be used since it's downscaling | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) | |
-- make the texture the color attachment for the new offscreen framebuffer | |
framebuffer = glGenFramebuffers(1) | |
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer) | |
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_texture, 0) | |
-- world -> offscreen framebuffer projection | |
fb_projection = glOrtho(0, fb_tex_width / over_scale, fb_tex_height / over_scale, 0, 1, -1) | |
BACKGROUND = Image:from_file("background.png") | |
TEST_IMAGE_1 = Image:from_file("test1.png") | |
TEST_IMAGE_2 = Image:from_file("test2.png") | |
end | |
function update() | |
-- prepare to draw to the offscreen framebuffer | |
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer) | |
glViewport(0,0, fb_tex_width, fb_tex_height) | |
glScissor(0,0,fb_base_width,fb_base_height) | |
-- draw as usual, but draw onto the offscreen framebuffer | |
blit(BACKGROUND.texture, | |
0, 0, BACKGROUND.width, BACKGROUND.height, | |
0, 0, 1, 1, | |
fb_projection | |
) | |
blit(TEST_IMAGE_1.texture, | |
140, 90, TEST_IMAGE_1.width, TEST_IMAGE_1.height, | |
0, 0, 1, 1, | |
fb_projection | |
) | |
blit(TEST_IMAGE_2.texture, | |
10, 10, TEST_IMAGE_2.width, TEST_IMAGE_2.height, | |
0, 0, 1, 1, | |
fb_projection | |
) | |
-- finally, draw the framebuffer to the device by rendering it's texture | |
-- into a quad covering the screen as defined before. Since the offscreen | |
-- framebuffer is larger than the device framebuffer, downsampling using | |
-- linear interpolation (GL_LINEAR) will be used. | |
glBindFramebuffer(GL_FRAMEBUFFER, device_framebuffer) | |
glViewport(0, 0, device_width, device_height) | |
-- letter-box / pillar-box to restrict drawing to | |
-- the virtual screen area only (optional) | |
glDisable(GL_SCISSOR_TEST) | |
glClearColor(0,0,0,1) | |
glClear(GL_COLOR_BUFFER_BIT) | |
glEnable(GL_SCISSOR_TEST) | |
glScissor( | |
offset_x*scale, | |
offset_y*scale, | |
base_width*scale, | |
base_height*scale | |
) | |
-- draw the overscaled offscreen framebuffer onto the | |
-- device framebuffer. | |
blit(fb_texture, | |
0, 0, base_width, base_height, | |
0, 0, fb_base_width / fb_tex_width, fb_base_height / fb_tex_height, | |
device_projection | |
) | |
end | |
--- basic blit | |
blit_v_shader_src = | |
[[ | |
uniform mat4 viewProjection; | |
attribute vec4 vPosition; | |
attribute vec4 texCoord_in; | |
varying vec2 texCoord; | |
void main() | |
{ | |
texCoord = texCoord_in.xy; | |
gl_Position = viewProjection*vPosition; | |
} | |
]] | |
blit_f_shader_src = | |
[[ | |
precision mediump float; | |
varying vec2 texCoord; | |
uniform sampler2D tex; | |
void main() | |
{ | |
gl_FragColor.rgba = texture2D(tex, texCoord); | |
} | |
]] | |
_blit_program, _blit_vshader, _blit_fshader = init_program(blit_v_shader_src, blit_f_shader_src) | |
BLIT_ARG_VPOSITION = glGetAttribLocation(_blit_program, "vPosition") | |
BLIT_ARG_TEXCOORD = glGetAttribLocation(_blit_program, "texCoord_in") | |
BLIT_ARG_TEX = glGetUniformLocation(_blit_program, "tex") | |
BLIT_ARG_VIEWPROJECTION = glGetUniformLocation(_blit_program, "viewProjection") | |
function blit(tex, x, y, w, h, tx, ty, tw, th, projection) | |
glUseProgram(_blit_program) | |
glActiveTexture(GL_TEXTURE0) | |
glBindTexture(GL_TEXTURE_2D, tex) | |
glUniformMatrix4fv(BLIT_ARG_VIEWPROJECTION, 1, GL_FALSE, projection) | |
glVertexAttribPointer( | |
BLIT_ARG_VPOSITION, 2, GL_FLOAT, GL_FALSE, 0, | |
_quad(x,y,w,h) | |
) | |
glEnableVertexAttribArray(BLIT_ARG_VPOSITION) | |
glVertexAttribPointer(BLIT_ARG_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, | |
_quad(tx,ty,tw,th) | |
) | |
glEnableVertexAttribArray(BLIT_ARG_TEXCOORD) | |
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4) | |
end | |
function _quad(x,y,w,h) | |
local x2 = x + w | |
local y2 = y + h | |
return GLfloatv(8, {x, y2, x2, y2, x, y, x2, y}) | |
end | |
function next_legal_texture_size(width, height) | |
-- assuming power of 2 ... | |
local ptw = 256 | |
while ptw < width do | |
ptw = ptw * 2 | |
end | |
local pth = 256 | |
while pth < height do | |
pth = pth * 2 | |
end | |
return ptw, pth | |
end |
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